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Limiting Short Rests
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<blockquote data-quote="I'm A Banana" data-source="post: 6859950" data-attributes="member: 2067"><p>In a whitebox scenario, nothing stops them.</p><p></p><p>In actual play, a short rest is usually a time for the DM to be like "what happens in the next hour?"</p><p></p><p>Do the remnants of the goblin tribe grab the MacGuffin and hightail it to the next county? Does the villain send assassins after the party? Does the ritual get a bit closer to completion? Do random monsters wander along?</p><p></p><p>The official adventures tend to use random encounters - in <em>Curse of Strahd</em>, an hour's rest is two rolls for random encounters. A long rest is <em>sixteen</em>. The chance for random encounters isn't high, but every time you rest, the rolls get made. </p><p></p><p>In my own adventures, I tend to have enemies with active plans. When the PC's take rests, those plans advance. Slack off too much, and Bad Things Happen.</p><p></p><p>It's largely on the DM to keep continual resting from always being a great idea. Why is YOUR world dangerous?</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6859950, member: 2067"] In a whitebox scenario, nothing stops them. In actual play, a short rest is usually a time for the DM to be like "what happens in the next hour?" Do the remnants of the goblin tribe grab the MacGuffin and hightail it to the next county? Does the villain send assassins after the party? Does the ritual get a bit closer to completion? Do random monsters wander along? The official adventures tend to use random encounters - in [I]Curse of Strahd[/I], an hour's rest is two rolls for random encounters. A long rest is [I]sixteen[/I]. The chance for random encounters isn't high, but every time you rest, the rolls get made. In my own adventures, I tend to have enemies with active plans. When the PC's take rests, those plans advance. Slack off too much, and Bad Things Happen. It's largely on the DM to keep continual resting from always being a great idea. Why is YOUR world dangerous? [/QUOTE]
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